Putra Eka Prismana, IGL
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Perancangan Nganjuk E-Tourism Berbasis Android Dengan Algoritma Dijkstra Untuk Pencarian Jalur Terdekat Objek Pariwisata Karim Amrulloh, Abdul; Putra Eka Prismana, IGL
Inovate Vol 3 No 2 (2019): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v3i2.749

Abstract

Nganjuk is an area that has a myriad of very beautiful tours. Some of the attractions are Sedudo Waterfall,Embung Estumulyo, Ngetos Temple and many more interesting sights worth visiting. But efforts to promotethe tourism sector from the Nganjuk regency is still limited, such as the distribution of brochures from theDepartment of Tourism in the city center at the time of the Day of Nganjuk Anniversary. Use Dijkstra'sAlgorithm method as the nearest distance counter and use the Google Maps service to present a visual map.Nganjuk Tourism Application can guide the tourists by showing the closest route on the map to the touristlocation. Seeing Nganjuk tourism potential is so great then this thesis makes the application Nganjuk Tourbased on Android. This minithesis hopes to increase the desire of tourists to visit Nganjuk and see Nganjukcultural charm that is so special.Keywords: Android, Tourism, Nganjuk, Dijkstra Algorithm
Implementasi Web Scraping Pada Situs Berita Menggunakan Metode Supervised learning Hari Agus Prastyo, Edwin; Putra Eka Prismana, IGL; Wiratsongko, Radityo
Inovate Vol 5 No 1 (2020): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v5i1.3079

Abstract

Indonesia is one of the highest internet users in the world, including in the penetration of information on the internet, online news media. But in general news sites not only display news information, but Most sites also display other information such as advertisements and also forms of navigation that interfere with news site readers and interfere with reader comfort, from these problems this study aims to implement web scraping techniques with supervised learning methods and analyzing the form of DOM tree and XPath news sites. The supervised learning approach method is the method used in this study, which is one of the methods of machine learning. By combining these web scraping techniques with supervised learning, the aim is to be able to implement and optimize web scraping techniques to gather news information from various sites. To do basic web scraping that is knowing DOM patterns, XPath structure as a data model or selector at each site. The results of research in the form of a web scrap application that can retrieve news site content without copy paste and the data is stored in a database and displayed to the user application form for the reader without any ads and navigation that disturb the reader. Keywords: web scraping, supervised learning, XPath, DOM tree.
Penentuan Sekolah Terdekat Untuk Visitasi Asesor Menggunakan Metode Algoritma K-Means Berbasis Web Zainal Ikhwan, Muhammad; Putra Eka Prismana, IGL; Mashuri, Chamdan
Inovate Vol 5 No 2 (2021): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v5i2.3124

Abstract

The closest school determination to visitation of assessors is a step made to facilitate the assessors to implement school accreditation. School Accreditation is an effort to improve the quality of National Education. The provincial school accreditation body or Madrasah (BAP-S/M) conducts recruitment of assessors and is divided by a number of places or regions to perform visitation. The Research aims to design a nearby school-based website determination System and implement the K-means method for such systems. This method is used to group the data by specifying the number of clusters or previous groups, calculating the centroid Center and grouping the data that has the similarity of variables. This method calculation generates multiple iterations that have cluster values. Of these iterations used the least number of cluster values to determine the group of schools within one province. The result of this research is a nearby school determination information system for the visitation of assessors. The testing of this system was conducted at the school in the province of East Java with the coordinate point as a variable of latitude and longitude coordinates. From the test results with 20 school data data into 3 clusters, obtained the result of cluster 1 with the coordinate center point (-7,213605, 112,769658) amounting to 8 schools, cluster 2 with the coordinate center point (-7,202459, 112,636323) amounting to 7 school and cluster 3 with coordinate center point (-7,249299, 112,636909) amounting to 5 schools. Keywords : K-Means, Clustering, Accreditation, School, Web.
Rancang Bangun Game Edukasi Pembelajaran Aksara Jawa Berbasis Android Margareta, Adhitya; Putra Eka Prismana, IGL; Setyo Permadi, Ginanjar
Inovate Vol 6 No 1 (2021): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v6i1.3144

Abstract

The written communication tool used by the Javanese tribe is Javanese script. Javanese script education is important to be taught to children from an early age so that children are not blind to Javanese script itself and to support the preservation of the nation's culture. The purpose of this research is to build Javanese script learning educational games for children, as well as to help the government in preserving local culture. The method used in this game is the Decision Tree and Finite State Machine (FSM) method. Decision Tree is used as an assessment or scoring in the game. The steps of the Decision Tree method are to determine the first parameter that will be used as the highest score to be obtained, the next step is to determine the second parameter that will be used as the score, and so on. The Finite State Machine (FSM) works based on the results obtained from the previous decision tree calculations, which will determine the continuation of the game. The results of this study are a Javanese script educational game for Javanese script learning in the form of connecting dots to become a script. Java, so players can play while learning. Keywords: Game, Javanese Script, Finite State Machine (FSM), Decision Tree
Rancang Bangun Game Edukasi “Kuy Ngaji” Berbasis Android Menggunakan Metode Finite State Machine Haqiqi Tegar Sanubari, Ahmad; Putra Eka Prismana, IGL; Kistofer, Terdy
Inovate Vol 6 No 1 (2021): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v6i1.3158

Abstract

Kuy Ngaji game application is an application used to support learning programs to write and hear the pronunciation of hijaiyah letters. This application can be supported by the smartphone as a tool to play the game. The purpose of this study is to design and build an educational application that is educational to children for learning hijaiyah letters writing and how to pronounce them. The method in this study uses the Finite State Machine as a game flow determination. Application of flood fill as an algorithm connecting one node to another node aims to support the process in the game. The results of this research is where the player will write hijaiyah letters in the game, the more perfect the player writes the letters, the point will be perfect. Point in the game is a star that will be obtained, the maximum number of stars is 3 stars. Keywords : Finite State Machine, Flood Fill, Education Game.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN SMARTPHONE TERBAIK MENGGUNAKAN METODE SMART (Simple Multi Attribute Rating Technique) BERBASIS WEB Satria Hudin, Achmada; Putra Eka Prismana, IGL; Mashuri , Chamdan; Kistofer , Terdy
Inovate Vol 9 No 2 (2025): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v9i2.8864

Abstract

The implementation of a decision support system will be implemented in a website-based application aimed at making it easier for consumers to get the best smartphone recommendations. The study applied the Simple Multi Attribute Rating Technique method to determine the weighting. on the system and generate data according to the parameters consumer needs. The results of this research are a website-based application that contains recommendations for smartphones that are running effectively and are intended to be used by consumers in the Fast Fund Store as a means to rejuvenate smartphone recommendations as needed. This can be explained by the Simple Multi Attribute Rating Technique's successful use of scaling when an application is running.